> For the complete documentation index, see [llms.txt](https://k0ssek-scripts.gitbook.io/docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://k0ssek-scripts.gitbook.io/docs/scripts/easter-event/gameplay.md).

# Gameplay

What players do, step by step.

The numbers on this page are the defaults. All of them can be changed in [Configuration](/docs/scripts/easter-event/configuration.md).

## Controls

| Key     | Action                                                              |
| ------- | ------------------------------------------------------------------- |
| **E**   | Talk to the trader, pick up an egg, catch a rabbit, attack the boss |
| **G**   | Take out or put away the basket (only inside a zone)                |
| **F10** | Open or close the admin panel (admins only)                         |

Players can rebind these keys in the GTA settings under Key Bindings > FiveM. The E key does nothing while the player is in a vehicle.

## 1. Egg hunt zones

The spawner runs on a schedule (every 30 minutes) and puts a batch of eggs and rabbits into the zones.

* When objects appear in a zone that was empty, every player gets a notification with the zone name, and the zone is marked on the map with a radius and a label.
* The blip is removed when the last object in the zone is collected or despawns.
* Eggs and rabbits are only visible to players who are inside the zone.
* Inside a zone a text on the left shows how many objects are left to collect there.
* Walk up to an egg and press **E**. After a short animation the player receives a **common egg**.
* An object that nobody collected despawns after 10 minutes. For the last 5 minutes it is shown as a small dot on the map for players inside the zone.

The basket is a cosmetic prop. Players take it out with **G** while they are in a zone, and it is removed when they leave.

## 2. Rabbits

Each spawn has a 30% chance to be a rabbit instead of an egg.

* A rabbit runs away from players who come closer than 15 m.
* Get within 2.5 m and press **E** to catch it.
* A caught rabbit gives **1 rare egg**.
* After a catch the player has to wait 5 seconds before catching the next one.

## 3. Incubation

A fresh egg cannot be opened. It has to be incubated first:

1. Keep the egg in your inventory and get into a vehicle.
2. Drive at 150 km/h or faster. A progress bar appears.
3. After 60 seconds at that speed the egg is ready, and the player is notified.

The timer only runs while the vehicle is fast enough. Slowing down or getting out pauses it; the progress is kept.

How progress is stored depends on the inventory:

* **ox\_inventory, qb-inventory, qs-inventory, ak47**: every egg keeps its own progress in its item data. In ox\_inventory the progress is shown on the item.
* **Other inventories**: one egg is incubated at a time, and the progress is saved in the database.

With `Config.Incubation.enabled = false` this step is skipped and eggs can be opened right away.

## 4. Opening an egg

Use an incubated egg from the inventory.

1. The opening screen appears. The prize is already rolled on the server at this point.
2. Click the egg. The roulette spins for about 5 seconds and stops on the prize.
3. Click the card to claim it. The egg is taken from the inventory and the prize is added.

The prize is rolled once. Reopening the screen never gives a new result:

* **Closed before clicking the egg**: the player keeps the egg. The next time they open an egg of the same type, the same prize comes up.
* **Closed after the spin started**: the egg is taken and the prize is given anyway.
* **Left open for 2 minutes without claiming**: the opening expires. The player keeps the egg, and the same prize comes up at the next opening.

If the prize does not fit in the inventory, the egg stays, the player is told that there is no space, and the same prize comes up the next time they open an egg of that type.

If the egg is not incubated yet, the player gets a message with the speed and the time that are required.

Common and rare eggs have separate loot tables. See [Loot Tables](/docs/scripts/easter-event/loot-tables.md).

## 5. Boss rabbit

The boss appears on its own schedule (every 30 minutes) at a random one of the configured locations. If the previous boss is still alive, no new one is spawned.

* Every player gets a notification, and a flashing blip follows the boss on the map.
* A marker floats above the boss, and a health bar is shown to players within 30 m.
* The boss runs away from players.
* Get within 3 m and press **E** to hit it. A player can land one hit every 2 seconds.
* The boss has 10 HP and every hit takes 1.
* **Every hit** gives the attacker 1 common egg.
* The **last hit** gives 3 rare eggs on top.

## 6. Eggshell trader

Eggshells drop from common eggs. The trader exchanges **100 eggshells for 1 rare egg**.

* The trader stands in Grapeseed by default and has a blip on the map.
* Walk up to him and press **E**. The exchange happens at once if the player has enough shells and room for the egg.

## 7. Scoreboard

A board next to the trader shows the 10 players with the most eggs collected. Picked up eggs and caught rabbits both count. The board refreshes every 30 seconds for players who are near it.

## Passive drops

Other scripts on your server can give players a chance for a common egg, for example after a job task. See [Exports](/docs/scripts/easter-event/exports.md).
